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[Portfolio] - Neil Sangani - 3D Hard Surface Artist

Hello everyone,

My name is Neil Sangani. Mistry10 has been telling me to join Polycount and start posting for a while now, so I followed his advice! I have created this thread so that I can continue to post my work and get some critiques.

I am a graduate from Humber College, and I am currently building my portfolio to land a job in the industry.

You can view my work at: www.neilsangani.com.

Replies

  • neilSangani
    At this time, I am working on a robotic arm to brush up on some high poly techniques. Here are some WIP images. I am still deciding how I will incorporate the last section. I am thinking either a 3 or 4 prong lifter. Take a look!

    1z676s3.jpgr7op6s.jpg
  • Mistry10
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    Mistry10 polycounter lvl 8
    Good Start Buddi.
    Put some nice shaders on da Bot !
    btw is there concept art of this ?
  • neilSangani
    Thanks Mistry! No concept on this one. Just gathered tons of reference and designing parts that I believe would be functional to a certain point.

    Here is a quick update. I quickly blocked out two different prongs. One with 4, the other with 3. I also added in some wires and a support for the back. I am going to start detailing, as I want to finish this project up and put it in Xoliul. In terms of texturing, I want to tackle this one with procedural materials in Max, just for some practice. Take a look!

    1444qxh.jpg

    In addition, I also started on one more game prop to add to my portfolio. I have decided to do a Com-Link as I really like the flexibility in terms of the vertical design. I threw together my low-poly. I need to add a bit more parts where the legs will be attached for functionality, but close to moving on to the high-poly and unwrapping.

    28vbvnn.jpg
  • Havoc89
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    Havoc89 polycounter lvl 11
    Hey... its Neil!

    What happened to the new site concept you were working on in class? Looking at your current portfolio, there isn't really a focus. Almost all of your pieces are very different. So its better for you to pick a category you're comfortable with and polish it really really well.

    Have a look at some of the pros out there and stick to a simple, clean design with great artwork. I'm in the process of redoing my entire portfolio and am scrapping literally everything on it, and will end up having maybe 3 or 4 well done pieces that are all focused in the environment art category.

    I think right now you need to work on your textures and composition, and perhaps even stick to similar composition for all your artwork because right now I'm looking and you have some renders that are very dark, others that are very bright, and it kinda messes with your head a little bit. Though it could be just my lack of sleep, but generally consistency would look more professional (not necessarily true all the time because every artwork is different).

    But yeah, good to see you on these forums.


    Cheers,
    Waqas
  • neilSangani
    Hey Waqas!

    Good to hear from you!

    Website concept - Are you referring to the site I made which categorized my artwork? If so, I was very close to completing it, but a few people (Mistry! Haha!) mentioned that they would prefer seeing my artwork right away instead of having to search for it. Even so, I may look back at it and see if it can still work.

    In terms of picking a category, I really enjoy doing props, so this may be a possibility. I will definitely take a look at some pros. Shoot me any links if you have some good examples! 3 or 4 well done pieces does makes sense instead of just putting everything up too.

    I do get your point about having different renders and screenshots, and consistency is quite important. But I also agree with every piece of artwork being different. This could be easily solved by categorizing too. Lots to think about!

    Thanks for the tips though, and glad to be on these forums, finally!
  • neilSangani
    Hey!

    Here is my final for the Communication Tower I was working on. Critiques are welcome!

    2ypi0qr.jpg
  • neilSangani
    Also, here are some renders I did for the Robotic Arm. This was more of a high-poly exercise for me.

    wivihc.jpg6tjoe1.jpg2whdn52.jpg
  • HitmonInfinity
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    HitmonInfinity polycounter lvl 11
    I wouldn't limit yourself to only being described as a hard surface artist. I made that mistake coming out of school, and while I can't blame my lack of employment on that solely, I don't think it helped. It took me over 2 years to get full time employment, and only as a "3d artist" (even though I still only do hard surface for the most part). Push yourself past just hard surface, and you'll have a lot easier time landing a job that's "mostly" hard surface.
  • neilSangani
    I see what you mean and it does make sense. Thanks for the advice HitmonInfinity!
  • Havoc89
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    Havoc89 polycounter lvl 11
    Hey Neil, try making something simple first and make it look really good. I got Janeil to make the fire hydrant, so try making something similar it will help a lot. Try a dumpster. Something that can be made easily and that you can use to practice texturing.
  • neilSangani
    Sounds like a plan Waqas! Thanks!
  • fearian
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    fearian greentooth
    Nice work, I have some crits!

    If you bill yourself as a hard surface artist, you should really be trying some more complex shapes. This model doesn't show many shapes that are that much more complicated than the primitives they came from. Even in you're low poly model, the communication tower, everything is very boxxy and frankly dull in shape. Such flat surfaces and 90 degree angles really don't show off normal maps very effectively either. (Textures are nice though!)

    Finally, on the subject of low poly, it doesn't seem like the robotic arm was modelled with a low poly in mind. Parts like the loose wires or the small hydraulics would be very hard to bake effectively without alot of polys.

    I know this seems very negative, but the work is good, you just need to adjust your thinking. Even if a complex shape seems daunting, you will learn more by struggling with it, than by knocking out something easy you're comfortable with.

    Good luck! :)
  • neilSangani
    Thanks for the crits fearian!

    I agree about exploring and challenging myself with more complex items. I have actually done a few of which can be seen on my website.

    However, at this time, I am actually going back to simple objects as recommended by Havoc89 and Mistry10 so that I can practice more on my texturing skills before I begin to tackle more complex models once again. I am glad you like the textures though! :)

    In terms of the robotic arm, that was simply an exercise for myself to get back into modeling some high poly parts and to churn my mind into building something that could, perhaps function. Haha!

    I didn't feel any negativity in your comments though and I really appreciate the advice!

    Thanks!
  • Mistry10
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    Mistry10 polycounter lvl 8
    Hey Neil,
    Thanks for finally posting this :P

    Ur overall texture is fine for the Communication tower, some minor issues i see are:

    The AO is coming though at all. You spent all this time making a nice HP and not all ur hard work is showing though.
    Second is that that prop could use a few more polys all around. Having a "perfect" stright line on box/rectangles shapes kinda looks bad... but adding bevels will help alot :)
  • neilSangani
    Thanks Hiten!

    I agree about pushing more details out and yeah, no AO is not good!

    I am just doing some research on my next piece. I will update soon!
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